Lots of people have been asking for either its entire removal or some changes in how it works. People also seem to dislike the idea that upkeep would ever be forced onto them and that using an infinitely usable repair item to repair items is simple tedious and "un-fun."
In the vain of solving this, while keeping the system, I offer a few changes:
> Add a repair all button that uses up repair items in inventory > Make hammers and tongs consumables > Make repairing require some points in blacksmithing/crafting and the amount of durability returned per consumable dependent on ability level(s) > Add in skills/actions that target item durability (ie Sunder from D&D) > Allow players to deconstruct/recycle components from items for crafting/blacksmithing using repair items. The value of the items obtained dependent on crafting/blacksmithing levels > An item reaching zero durability is only unusable for a couple turns in combat before regenerating small amount > A "break" action to tell PCs to auto target a door, chest, etc... till the item is broken without forcing players to repeatedly click > Reward players for gear upkeep**
**Expanding on The Reward System:
- Example 1: A well maintained sword gains a status effect like 'keen edge' which adds +2 to hit. Items with a keen edge can be poisoned and have other effects added to them. In contrast a poorly maintained sword can't have effects added but hits as per normal.
- Example 2: An armour set kept in top condition adds +10 to armour rating and +1 to intimidation rating in conversations.
- The benefits would vary by weapon or armour type and would go away once durability fell below a percentage (ie 75%).
The above reward and recycle/deconstruction systems are courtesy of BlueGuy and the rest is an amalgamation from a number of users on the forums. Smokey, in particular, offered the suggested durability combat system ideas.
Thoughts and suggestions on this? Should items still be breakable in traditional sense? Would durability skills be too much? Would you prefer if the reward system was the only thing in place if durability was still left in at all?
**I think the durability combat mechanics would also add more flavor to physical melee classes in the shape of soft CC.